# 13+ Sparring Data Points 2020 Armor Measures for Martial Artists

When you spar with an opponent when using 2020 Armor, we automatically collect 13 data points on your match. Below is a list of those data points and what they mean.

- Pressure
- Blocking
- Combos %
- Head Strikes
- Body Strikes
- Counters
- Combo Breakers
- Time to First Hit
- Time to Remove Health
- Total # of Strikes
- Total Power
- Hardest Hit
- # Combos

**Pressure**

2020 Armor measures pressure by taking the Joules (energy) given to an opponent in the form of a strike in a 10 second window. 10 seconds is the average exchange time in a match.

This data is pulled from matches where you are sparring with an opponent (not collected while kicking/punching on a stationary bag). The higher the number, the more effective your are at delivering pressure to your opponent. The lower, the worse.

For example, a person can have a pressure average of 50 J/10s which means in any given match or round they deplete 50 joules every 10 seconds, or 600J in 2 minutes (50 J X 12, 10 second intervals).

This is important because we can now have an objective metric to see if an athlete is effective in applying pressure - a key metric that dictates a winner of a match. Putting a large amount of pressure on a opponent increases the chances of one's own techniques scoring due to the creation of opportunities and volume of strikes, but also diminishes the chance for the opponent to effectively deliver theirs.

**Blocking**

2020 Armor measures blocking or defence by taking the Joules (energy) received by an opponent in the form of a strike in a 10 second window. 10 seconds is the average exchange time in a match.

This data is pulled from matches where you are sparring with an opponent (not collected while kicking/punching on a stationary bag). The lower the number, the more effective your are at blocking or defending. The higher, the worse.

For example, a person can have a blocking average of 20 J/10s which means in any given match or round they give up 20 joules every 10 seconds, or 240J in 2 minutes (20 J X 12, 10 second intervals).

This is important because we can now have an objective metric to see if an athlete is effective in blocking/defence. If an athlete has a high blocking average metric, we can determine they need to improve their blocking, footwork or distance. Once the coach identifies which specifics they need to improve, we can now measure this metric and see if any athlete is improving or not

In some matches, a strong defence is the key to winning a match. Preventing an opponent from effectively delivering strikes increases the chances of winning, and also increases the frustration of the opponent.

**Combos %**

Combination percentage is the percentage of strikes in a match that has a follow up strike within a moving 1 second window.

For example, let’s say an athlete throws 40 strikes in a round. Let’s say that 10 of those strikes were done in succession (i.e. as a combination) where multiple strikes were thrown within a moving 1 second window. Then the combination percentage is 10/40 or 25%

Keeping track of and having a good combination percentage is an indicator of a these traits of a fighter:

- Solid balance and footwork (they can effectively deliver a strike in mid motion)
- Increase chance of scoring as volume of strikes increase and chance of scoring increases upon multiple attempts
- Increases the chance of the opponent getting warnings for being pushed out of the ring or falling

**Head Strikes**

The number of strikes in a match that were directed to the head

**Body Strikes**

The number of strikes in a match that were directed to the body

**Counters**

The number of strikes in a match that were scored immediately after getting scored on within a one second window

**Combo Breakers**

The number of times a player kicked and scored while the other player scored a combination on them.

**Time to First Hit**

Time in seconds it took the player to score the first strike

**Time to Remove Health**

Time in seconds it took the player to remove all the health from the health bar.

**Total # of Strikes**

The total number of strikes that score in a match

**Total Power**

The total power from all strikes that scored in a match

**Hardest Hit**

The hardest hit that was thrown in a match.

**# Combos**

"Combos is the number of times a strikes in a match had a follow up strike within a moving 1 second window.

For example, let’s say an athlete throws 40 strikes in a round. Let’s say that 10 of those strikes were done in succession (i.e. as a combination) where multiple strikes were thrown within a moving 1 second window. Then the combs number is 10.

Keeping track of and having a good combs is an indicator of a these traits of a fighter:

- Solid balance and footwork (they can effectively deliver a strike in mid motion)
- Increase chance of scoring as volume of strikes increase and chance of scoring increases upon multiple attempts
- Increases the chance of the opponent getting warnings for being pushed out of the ring or falling

So there you have it. We showed you the definition of sparring data points. Once you start collecting the data, you will start seeing patterns emerge over time. Once you see the patterns, you can then make better decisions, and therefore win more matches.

Enjoy the fight.